mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
43707952d2
* feat: move all ldf config to be in xml cleanup dev-tribute.xml add comments to atm.xml remove custom script tag in favor of ldfconfig for it * replace sto* calls with tryParse's * remove unesessary .has_value() calls and check for null_lot * remove member variable naming that on on-member vars * move max's vendor inventory to be configurable via vanity * Consolidate triplecated vendor code * don't write name if one is not given * Updates to vanity xml's and demo for later docs * rename vars
430 lines
13 KiB
C++
430 lines
13 KiB
C++
#include "VanityUtilities.h"
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#include "DestroyableComponent.h"
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#include "EntityManager.h"
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#include "GameMessages.h"
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#include "InventoryComponent.h"
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#include "PhantomPhysicsComponent.h"
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#include "ProximityMonitorComponent.h"
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#include "ScriptComponent.h"
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#include "dCommonVars.h"
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#include "dConfig.h"
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#include "dServer.h"
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#include "tinyxml2.h"
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#include "Game.h"
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#include "Logger.h"
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#include "BinaryPathFinder.h"
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#include "EntityInfo.h"
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#include "Spawner.h"
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#include "dZoneManager.h"
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#include "ObjectIDManager.h"
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#include "Level.h"
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#include <fstream>
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namespace {
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std::vector<VanityObject> objects;
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std::set<std::string> loadedFiles;
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}
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void SetupNPCTalk(Entity* npc);
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void NPCTalk(Entity* npc);
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void ParseXml(const std::string& file);
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LWOOBJID SpawnSpawner(const VanityObject& object, const VanityObjectLocation& location);
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Entity* SpawnObject(const VanityObject& object, const VanityObjectLocation& location);
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VanityObject* GetObject(const std::string& name);
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void VanityUtilities::SpawnVanity() {
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const uint32_t zoneID = Game::server->GetZoneID();
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if (zoneID == 1200) {
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{
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EntityInfo info;
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info.lot = 8139;
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info.pos = { 259.5f, 246.4f, -705.2f };
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info.rot = { 0.0f, 0.0f, 1.0f, 0.0f };
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info.spawnerID = Game::entityManager->GetZoneControlEntity()->GetObjectID();
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info.settings = {
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new LDFData<bool>(u"hasCustomText", true),
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new LDFData<std::string>(u"customText", ParseMarkdown((BinaryPathFinder::GetBinaryDir() / "vanity/TESTAMENT.md").string()))
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};
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auto* entity = Game::entityManager->CreateEntity(info);
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Game::entityManager->ConstructEntity(entity);
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}
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}
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if (Game::config->GetValue("disable_vanity") == "1") return;
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for (const auto& npc : objects) {
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if (npc.m_ID == LWOOBJID_EMPTY) continue;
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if (npc.m_LOT == 176){
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Game::zoneManager->RemoveSpawner(npc.m_ID);
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} else{
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auto* entity = Game::entityManager->GetEntity(npc.m_ID);
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if (!entity) continue;
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entity->Smash(LWOOBJID_EMPTY, eKillType::VIOLENT);
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}
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}
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objects.clear();
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loadedFiles.clear();
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ParseXml((BinaryPathFinder::GetBinaryDir() / "vanity/root.xml").string());
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// Loop through all objects
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for (auto& object : objects) {
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if (object.m_Locations.find(Game::server->GetZoneID()) == object.m_Locations.end()) continue;
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const std::vector<VanityObjectLocation>& locations = object.m_Locations.at(Game::server->GetZoneID());
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// Pick a random location
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const auto& location = locations[GeneralUtils::GenerateRandomNumber<int>(
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static_cast<size_t>(0), static_cast<size_t>(locations.size() - 1))];
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float rate = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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if (location.m_Chance < rate) continue;
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if (object.m_LOT == 176){
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object.m_ID = SpawnSpawner(object, location);
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} else {
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// Spawn the NPC
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auto* objectEntity = SpawnObject(object, location);
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if (!objectEntity) continue;
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object.m_ID = objectEntity->GetObjectID();
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if (!object.m_Phrases.empty()){
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objectEntity->SetVar<std::vector<std::string>>(u"chats", object.m_Phrases);
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SetupNPCTalk(objectEntity);
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}
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}
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}
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}
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LWOOBJID SpawnSpawner(const VanityObject& object, const VanityObjectLocation& location) {
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SceneObject obj;
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obj.lot = object.m_LOT;
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// guratantee we have no collisions
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do {
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obj.id = ObjectIDManager::GenerateObjectID();
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} while(Game::zoneManager->GetSpawner(obj.id));
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obj.position = location.m_Position;
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obj.rotation = location.m_Rotation;
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obj.settings = object.m_Config;
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Level::MakeSpawner(obj);
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return obj.id;
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}
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Entity* SpawnObject(const VanityObject& object, const VanityObjectLocation& location) {
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EntityInfo info;
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info.lot = object.m_LOT;
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info.pos = location.m_Position;
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info.rot = location.m_Rotation;
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info.scale = location.m_Scale;
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info.spawnerID = Game::entityManager->GetZoneControlEntity()->GetObjectID();
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info.settings = object.m_Config;
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auto* entity = Game::entityManager->CreateEntity(info);
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if (!object.m_Name.empty()) entity->SetVar(u"npcName", object.m_Name);
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if (entity->GetVar<bool>(u"noGhosting")) entity->SetIsGhostingCandidate(false);
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auto* inventoryComponent = entity->GetComponent<InventoryComponent>();
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if (inventoryComponent && !object.m_Equipment.empty()) {
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inventoryComponent->SetNPCItems(object.m_Equipment);
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}
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auto* destroyableComponent = entity->GetComponent<DestroyableComponent>();
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if (destroyableComponent) {
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destroyableComponent->SetIsGMImmune(true);
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destroyableComponent->SetMaxHealth(0);
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destroyableComponent->SetHealth(0);
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}
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Game::entityManager->ConstructEntity(entity);
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return entity;
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}
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void ParseXml(const std::string& file) {
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if (loadedFiles.contains(file)){
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LOG("Trying to load vanity file %s twice!!!", file.c_str());
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return;
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}
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loadedFiles.insert(file);
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// Read the entire file
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std::ifstream xmlFile(file);
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std::string xml((std::istreambuf_iterator<char>(xmlFile)), std::istreambuf_iterator<char>());
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// Parse the XML
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tinyxml2::XMLDocument doc;
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doc.Parse(xml.c_str(), xml.size());
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// Read the objects
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auto* files = doc.FirstChildElement("files");
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if (files) {
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for (auto* file = files->FirstChildElement("file"); file != nullptr; file = file->NextSiblingElement("file")) {
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std::string enabled = file->Attribute("enabled");
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std::string filename = file->Attribute("name");
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if (enabled != "1") {
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continue;
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}
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ParseXml((BinaryPathFinder::GetBinaryDir() / "vanity" / filename).string());
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}
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}
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// Read the objects
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auto* objectsElement = doc.FirstChildElement("objects");
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const uint32_t currentZoneID = Game::server->GetZoneID();
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if (objectsElement) {
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for (auto* object = objectsElement->FirstChildElement("object"); object != nullptr; object = object->NextSiblingElement("object")) {
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// for use later when adding to the vector of VanityObjects
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bool useLocationsAsRandomSpawnPoint = false;
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// Get the NPC name
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auto* name = object->Attribute("name");
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if (!name) name = "";
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// Get the NPC lot
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auto lot = GeneralUtils::TryParse<LOT>(object->Attribute("lot")).value_or(LOT_NULL);
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if (lot == LOT_NULL) {
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LOG("Failed to parse object lot");
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continue;
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}
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// Get the equipment
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auto* equipment = object->FirstChildElement("equipment");
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std::vector<LOT> inventory;
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if (equipment) {
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auto* text = equipment->GetText();
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if (text != nullptr) {
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std::string equipmentString(text);
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std::vector<std::string> splitEquipment = GeneralUtils::SplitString(equipmentString, ',');
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for (auto& item : splitEquipment) {
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// remove spaces for tryParse to work
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item.erase(remove_if(item.begin(), item.end(), isspace), item.end());
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auto itemInt = GeneralUtils::TryParse<uint32_t>(item);
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if (itemInt) inventory.push_back(itemInt.value());
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}
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}
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}
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// Get the phrases
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auto* phrases = object->FirstChildElement("phrases");
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std::vector<std::string> phraseList = {};
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if (phrases) {
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for (auto* phrase = phrases->FirstChildElement("phrase"); phrase != nullptr;
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phrase = phrase->NextSiblingElement("phrase")) {
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// Get the phrase
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auto* text = phrase->GetText();
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if (text == nullptr) {
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LOG("Failed to parse NPC phrase");
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continue;
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}
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phraseList.push_back(text);
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}
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}
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auto* configElement = object->FirstChildElement("config");
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std::vector<std::u16string> keys = {};
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std::vector<LDFBaseData*> config = {};
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if(configElement) {
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for (auto* key = configElement->FirstChildElement("key"); key != nullptr;
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key = key->NextSiblingElement("key")) {
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// Get the config data
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auto* data = key->GetText();
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if (!data) continue;
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LDFBaseData* configData = LDFBaseData::DataFromString(data);
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if (configData->GetKey() == u"useLocationsAsRandomSpawnPoint" && configData->GetValueType() == eLDFType::LDF_TYPE_BOOLEAN){
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useLocationsAsRandomSpawnPoint = static_cast<bool>(configData);
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continue;
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}
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keys.push_back(configData->GetKey());
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config.push_back(configData);
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}
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}
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if (!keys.empty()) config.push_back(new LDFData<std::vector<std::u16string>>(u"syncLDF", keys));
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VanityObject objectData {
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.m_Name = name,
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.m_LOT = lot,
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.m_Equipment = inventory,
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.m_Phrases = phraseList,
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.m_Config = config
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};
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// Get the locations
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auto* locations = object->FirstChildElement("locations");
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if (locations == nullptr) {
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LOG("Failed to parse NPC locations");
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continue;
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}
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for (auto* location = locations->FirstChildElement("location"); location != nullptr;
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location = location->NextSiblingElement("location")) {
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// Get the location data
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auto zoneID = GeneralUtils::TryParse<uint32_t>(location->Attribute("zone"));
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auto x = GeneralUtils::TryParse<float>(location->Attribute("x"));
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auto y = GeneralUtils::TryParse<float>(location->Attribute("y"));
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auto z = GeneralUtils::TryParse<float>(location->Attribute("z"));
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auto rw = GeneralUtils::TryParse<float>(location->Attribute("rw"));
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auto rx = GeneralUtils::TryParse<float>(location->Attribute("rx"));
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auto ry = GeneralUtils::TryParse<float>(location->Attribute("ry"));
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auto rz = GeneralUtils::TryParse<float>(location->Attribute("rz"));
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if (!zoneID || !x || !y || !z || !rw || !rx || !ry || !rz) {
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LOG("Failed to parse NPC location data");
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continue;
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}
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if (zoneID.value() != currentZoneID) {
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LOG_DEBUG("Skipping location because it is in %i and not the current zone (%i)", zoneID.value(), currentZoneID);
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continue;
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}
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VanityObjectLocation locationData {
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.m_Position = { x.value(), y.value(), z.value() },
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.m_Rotation = { rw.value(), rx.value(), ry.value(), rz.value() },
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};
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if (location->Attribute("chance")) {
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locationData.m_Chance = GeneralUtils::TryParse<float>(location->Attribute("chance")).value_or(1.0f);
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}
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if (location->Attribute("scale")) {
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locationData.m_Scale = GeneralUtils::TryParse<float>(location->Attribute("scale")).value_or(1.0f);
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}
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const auto& it = objectData.m_Locations.find(zoneID.value());
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if (it != objectData.m_Locations.end()) {
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it->second.push_back(locationData);
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} else {
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std::vector<VanityObjectLocation> locations;
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locations.push_back(locationData);
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objectData.m_Locations.insert(std::make_pair(zoneID.value(), locations));
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}
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if (!useLocationsAsRandomSpawnPoint) {
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objects.push_back(objectData);
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objectData.m_Locations.clear();
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}
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}
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if (useLocationsAsRandomSpawnPoint && !objectData.m_Locations.empty()) {
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objects.push_back(objectData);
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}
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}
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}
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}
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VanityObject* VanityUtilities::GetObject(const std::string& name) {
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for (size_t i = 0; i < objects.size(); i++) {
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if (objects[i].m_Name == name) {
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return &objects[i];
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}
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}
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return nullptr;
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}
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std::string VanityUtilities::ParseMarkdown(const std::string& file) {
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// This function will read the file and return the content formatted as ASCII text.
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// Read the file into a string
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std::ifstream t(file);
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std::stringstream output;
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// If the file does not exist, return a useful error.
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if (!t.good()) {
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output << "File ";
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output << file.substr(file.rfind("/") + 1);
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output << " not found!\nContact your DarkflameServer admin\nor find the server source at https://github.com/DarkflameUniverse/DarkflameServer";
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return output.str();
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}
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std::stringstream buffer;
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buffer << t.rdbuf();
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std::string fileContents = buffer.str();
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// Loop through all lines in the file.
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// Replace all instances of the markdown syntax with the corresponding HTML.
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// Only care about headers
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std::string line;
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std::stringstream ss;
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ss << fileContents;
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while (std::getline(ss, line)) {
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#define TOSTRING(x) #x
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#ifndef STRINGIFY
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#define STRINGIFY(x) TOSTRING(x)
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#endif
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// Replace "__TIMESTAMP__" with the __TIMESTAMP__
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GeneralUtils::ReplaceInString(line, "__TIMESTAMP__", __TIMESTAMP__);
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// Replace "__VERSION__" with the PROJECT_VERSION
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GeneralUtils::ReplaceInString(line, "__VERSION__", Game::projectVersion);
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// Replace "__SOURCE__" with SOURCE
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GeneralUtils::ReplaceInString(line, "__SOURCE__", Game::config->GetValue("source"));
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// Replace "__LICENSE__" with LICENSE
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GeneralUtils::ReplaceInString(line, "__LICENSE__", "AGPL-3.0");
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if (line.find("##") != std::string::npos) {
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// Add "<font size='18' color='#000000'>" before the header
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output << "<font size=\"14\" color=\"#000000\">";
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// Add the header without the markdown syntax
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output << line.substr(3);
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output << "</font>";
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} else if (line.find("#") != std::string::npos) {
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// Add "<font size='18' color='#000000'>" before the header
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output << "<font size=\"18\" color=\"#000000\">";
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// Add the header without the markdown syntax
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output << line.substr(2);
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output << "</font>";
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} else {
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output << line;
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}
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output << "\n";
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}
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return output.str();
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}
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void SetupNPCTalk(Entity* npc) {
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npc->AddCallbackTimer(15.0f, [npc]() { NPCTalk(npc); });
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npc->SetProximityRadius(20.0f, "talk");
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}
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void NPCTalk(Entity* npc) {
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auto* proximityMonitorComponent = npc->GetComponent<ProximityMonitorComponent>();
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if (!proximityMonitorComponent->GetProximityObjects("talk").empty()) {
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const auto& chats = npc->GetVar<std::vector<std::string>>(u"chats");
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if (chats.empty()) {
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return;
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}
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const auto& selected
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= chats[GeneralUtils::GenerateRandomNumber<int32_t>(0, static_cast<int32_t>(chats.size() - 1))];
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GameMessages::SendNotifyClientZoneObject(
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npc->GetObjectID(), u"sendToclient_bubble", 0, 0, npc->GetObjectID(), selected, UNASSIGNED_SYSTEM_ADDRESS);
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}
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Game::entityManager->SerializeEntity(npc);
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const float nextTime = GeneralUtils::GenerateRandomNumber<float>(15, 60);
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npc->AddCallbackTimer(nextTime, [npc]() { NPCTalk(npc); });
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}
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